Draft:Apprentice ninja

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Omega 0.90.4
n Apprentice ninja
FormOrdinary creature
Attacks2 attacks: 0–14 physical each before absorption; 2 defenses
Special abilitiesSurprise can cost a player action
Base level2
HP20
Hit16
Defense10
Action interval3 ticks; lower is faster
Kill experience40, when death is in sight
GenerationOrdinary and special encounters
Carried itemsShort sword; no extra random items
ImmunitiesNone innate
RemainsDead ninja; 50% on normal death
Remains useHuman-corpse food and alignment penalty; no alchemy
Traits
  • Initially hostile and invisible
  • Opens doors; not hungry
Referenceminit.h in Omega 0.90.4, line 69[1]

An apprentice ninja is an invisible hostile opponent with two physical attacks and a surprise ability that can cost you an action. It is the first ninja in the fixed arena sequence and carries a short sword when generated ordinarily.[2]

Generation

Ordinary apprentice ninjas belong to random-monster pools. Each carries a neutral +0 short sword, with no additional random starting treasure. The sword is loot; its player weapon statistics do not determine the ninja's built-in attack damage.[3]

Arena opponent

A named apprentice ninja is the seventh type in the initial arena sequence. It starts awake and hostile with the exit-opening item, but without the ordinary short sword. The arena creates it directly from the template rather than through normal equipment allocation.[4]

Form HP Hit Raw physical damage per attack
Ordinary 20 16 0–14
Arena 40 32 0–21

Both forms have two attacks, two defensive actions, defense 10 and an action interval of three ticks.[5]

Surprise and movement

While hostile and still invisible, the ninja can surprise a player who lacks true sight. Without alertness, this skips the player's next scheduled action and reveals the ninja; with alertness, it reveals itself without costing that action. True sight prevents this surprise branch entirely. The initial surprise cannot repeat once its invisibility has been removed.[6]

Surprise is checked after combat-related activity, but does not require a hit and can occur during the approach before the first melee blow. The arena already makes the opponent eligible when the match begins. Sanctuary suppresses the special action.[7]

The apprentice can open doors and has no innate immunity or food-pacification response. When reduced to 1–4 HP, its next ordinary pursuit move drops its possessions and starts a faster retreat. The arena form uses the same threshold.[8]

Remains

Normal death drops possessions and leaves a corpse with 50% probability, or reliably for the named arena form. Eating the body incurs the human-corpse penalty: positive alignment sets food to 33, while nonpositive alignment adds eight food points; alignment then falls by ten. Hunger limits still apply. There is no alchemy.[9]

Strategy

Prepare alertness or true sight before the arena match. A lost action against two accurate, strengthened attacks is more serious than the ordinary ninja's level suggests. Unlike genin and higher ninja, the apprentice is neither poison-immune nor sleep-immune, and its own attacks are not poisonous. Keep a retreat route that does not depend on closing an ordinary door behind you. Seek its short sword in ordinary encounters, not in the arena.

References